3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
23 * @brief プレイヤー周辺の地形を感知する
26 * @param known 地形から危険フラグを外すならTRUE
27 * @return 効力があった場合TRUEを返す
29 static bool detect_feat_flag(POSITION range, int flag, bool known)
35 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
37 /* Scan the current panel */
38 for (y = 1; y < cur_hgt - 1; y++)
40 for (x = 1; x <= cur_wid - 1; x++)
42 int dist = distance(p_ptr->y, p_ptr->x, y, x);
43 if (dist > range) continue;
49 /* Mark as detected */
50 if (dist <= range && known)
52 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
54 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
80 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
82 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
83 * @return 効力があった場合TRUEを返す
85 bool detect_traps(POSITION range, bool known)
87 bool detect = detect_feat_flag(range, FF_TRAP, known);
89 if (known) p_ptr->dtrap = TRUE;
91 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
94 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
101 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
103 * @return 効力があった場合TRUEを返す
105 bool detect_doors(POSITION range)
107 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
109 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
112 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
119 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
121 * @return 効力があった場合TRUEを返す
123 bool detect_stairs(POSITION range)
125 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
127 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
130 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
137 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
139 * @return 効力があった場合TRUEを返す
141 bool detect_treasure(POSITION range)
143 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
145 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
148 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
155 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
157 * @return 効力があった場合TRUEを返す
159 bool detect_objects_gold(POSITION range)
163 POSITION range2 = range;
167 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
170 for (i = 1; i < o_max; i++)
172 object_type *o_ptr = &o_list[i];
174 /* Skip dead objects */
175 if (!o_ptr->k_idx) continue;
177 /* Skip held objects */
178 if (o_ptr->held_m_idx) continue;
183 /* Only detect nearby objects */
184 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
186 /* Detect "gold" objects */
187 if (o_ptr->tval == TV_GOLD)
189 o_ptr->marked |= OM_FOUND;
195 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
198 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
201 if (detect_monsters_string(range, "$"))
210 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
212 * @return 効力があった場合TRUEを返す
214 bool detect_objects_normal(POSITION range)
218 POSITION range2 = range;
222 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
225 for (i = 1; i < o_max; i++)
227 object_type *o_ptr = &o_list[i];
229 /* Skip dead objects */
230 if (!o_ptr->k_idx) continue;
232 /* Skip held objects */
233 if (o_ptr->held_m_idx) continue;
238 /* Only detect nearby objects */
239 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
241 /* Detect "real" objects */
242 if (o_ptr->tval != TV_GOLD)
244 o_ptr->marked |= OM_FOUND;
250 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
253 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
256 if (detect_monsters_string(range, "!=?|/`"))
265 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
267 * @return 効力があった場合TRUEを返す
270 * This will light up all spaces with "magic" items, including artifacts,
271 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
272 * and "enchanted" items of the "good" variety.
274 * It can probably be argued that this function is now too powerful.
277 bool detect_objects_magic(POSITION range)
279 OBJECT_TYPE_VALUE tv;
285 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
287 /* Scan all objects */
288 for (i = 1; i < o_max; i++)
290 object_type *o_ptr = &o_list[i];
292 /* Skip dead objects */
293 if (!o_ptr->k_idx) continue;
295 /* Skip held objects */
296 if (o_ptr->held_m_idx) continue;
301 /* Only detect nearby objects */
302 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
304 /* Examine the tval */
307 /* Artifacts, misc magic items, or enchanted wearables */
308 if (object_is_artifact(o_ptr) ||
309 object_is_ego(o_ptr) ||
310 (tv == TV_WHISTLE) ||
318 (tv == TV_LIFE_BOOK) ||
319 (tv == TV_SORCERY_BOOK) ||
320 (tv == TV_NATURE_BOOK) ||
321 (tv == TV_CHAOS_BOOK) ||
322 (tv == TV_DEATH_BOOK) ||
323 (tv == TV_TRUMP_BOOK) ||
324 (tv == TV_ARCANE_BOOK) ||
325 (tv == TV_CRAFT_BOOK) ||
326 (tv == TV_DAEMON_BOOK) ||
327 (tv == TV_CRUSADE_BOOK) ||
328 (tv == TV_MUSIC_BOOK) ||
329 (tv == TV_HISSATSU_BOOK) ||
330 (tv == TV_HEX_BOOK) ||
331 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
333 /* Memorize the item */
334 o_ptr->marked |= OM_FOUND;
341 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
350 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
352 * @return 効力があった場合TRUEを返す
354 bool detect_monsters_normal(POSITION range)
360 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
362 for (i = 1; i < m_max; i++)
364 monster_type *m_ptr = &m_list[i];
365 monster_race *r_ptr = &r_info[m_ptr->r_idx];
367 /* Skip dead monsters */
368 if (!m_ptr->r_idx) continue;
373 /* Only detect nearby monsters */
374 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
376 /* Detect all non-invisible monsters */
377 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
379 /* Repair visibility later */
380 repair_monsters = TRUE;
382 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
383 update_monster(i, FALSE);
388 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
391 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
398 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
400 * @return 効力があった場合TRUEを返す
402 bool detect_monsters_invis(POSITION range)
408 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
410 for (i = 1; i < m_max; i++)
412 monster_type *m_ptr = &m_list[i];
413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
415 /* Skip dead monsters */
416 if (!m_ptr->r_idx) continue;
421 /* Only detect nearby monsters */
422 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
424 /* Detect invisible monsters */
425 if (r_ptr->flags2 & RF2_INVISIBLE)
427 /* Update monster recall window */
428 if (p_ptr->monster_race_idx == m_ptr->r_idx)
430 p_ptr->window |= (PW_MONSTER);
433 /* Repair visibility later */
434 repair_monsters = TRUE;
436 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
437 update_monster(i, FALSE);
442 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
445 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
451 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
453 * @return 効力があった場合TRUEを返す
455 bool detect_monsters_evil(POSITION range)
461 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
463 for (i = 1; i < m_max; i++)
465 monster_type *m_ptr = &m_list[i];
466 monster_race *r_ptr = &r_info[m_ptr->r_idx];
468 /* Skip dead monsters */
469 if (!m_ptr->r_idx) continue;
474 /* Only detect nearby monsters */
475 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
477 /* Detect evil monsters */
478 if (r_ptr->flags3 & RF3_EVIL)
480 if (is_original_ap(m_ptr))
482 /* Take note that they are evil */
483 r_ptr->r_flags3 |= (RF3_EVIL);
485 /* Update monster recall window */
486 if (p_ptr->monster_race_idx == m_ptr->r_idx)
488 p_ptr->window |= (PW_MONSTER);
492 /* Repair visibility later */
493 repair_monsters = TRUE;
495 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
496 update_monster(i, FALSE);
502 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
508 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
510 * @return 効力があった場合TRUEを返す
512 bool detect_monsters_nonliving(POSITION range)
518 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
520 for (i = 1; i < m_max; i++)
522 monster_type *m_ptr = &m_list[i];
524 /* Skip dead monsters */
525 if (!m_ptr->r_idx) continue;
530 /* Only detect nearby monsters */
531 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
533 /* Detect non-living monsters */
534 if (!monster_living(m_ptr->r_idx))
536 /* Update monster recall window */
537 if (p_ptr->monster_race_idx == m_ptr->r_idx)
539 p_ptr->window |= (PW_MONSTER);
542 /* Repair visibility later */
543 repair_monsters = TRUE;
545 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
546 update_monster(i, FALSE);
552 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
558 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
560 * @return 効力があった場合TRUEを返す
562 bool detect_monsters_mind(POSITION range)
568 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
570 for (i = 1; i < m_max; i++)
572 monster_type *m_ptr = &m_list[i];
573 monster_race *r_ptr = &r_info[m_ptr->r_idx];
575 /* Skip dead monsters */
576 if (!m_ptr->r_idx) continue;
581 /* Only detect nearby monsters */
582 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
584 /* Detect non-living monsters */
585 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
587 /* Update monster recall window */
588 if (p_ptr->monster_race_idx == m_ptr->r_idx)
590 p_ptr->window |= (PW_MONSTER);
593 /* Repair visibility later */
594 repair_monsters = TRUE;
596 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
597 update_monster(i, FALSE);
603 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
610 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
612 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
613 * @return 効力があった場合TRUEを返す
615 bool detect_monsters_string(POSITION range, cptr Match)
621 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
623 for (i = 1; i < m_max; i++)
625 monster_type *m_ptr = &m_list[i];
626 monster_race *r_ptr = &r_info[m_ptr->r_idx];
628 /* Skip dead monsters */
629 if (!m_ptr->r_idx) continue;
634 /* Only detect nearby monsters */
635 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
637 /* Detect monsters with the same symbol */
638 if (my_strchr(Match, r_ptr->d_char))
640 /* Update monster recall window */
641 if (p_ptr->monster_race_idx == m_ptr->r_idx)
643 p_ptr->window |= (PW_MONSTER);
646 /* Repair visibility later */
647 repair_monsters = TRUE;
649 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
650 update_monster(i, FALSE);
655 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
658 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
664 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
666 * @param match_flag 感知フラグ
667 * @return 効力があった場合TRUEを返す
669 bool detect_monsters_xxx(POSITION range, u32b match_flag)
674 cptr desc_monsters = _("変なモンスター", "weird monsters");
676 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
678 for (i = 1; i < m_max; i++)
680 monster_type *m_ptr = &m_list[i];
681 monster_race *r_ptr = &r_info[m_ptr->r_idx];
683 /* Skip dead monsters */
684 if (!m_ptr->r_idx) continue;
689 /* Only detect nearby monsters */
690 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
692 /* Detect evil monsters */
693 if (r_ptr->flags3 & (match_flag))
695 if (is_original_ap(m_ptr))
697 /* Take note that they are something */
698 r_ptr->r_flags3 |= (match_flag);
700 /* Update monster recall window */
701 if (p_ptr->monster_race_idx == m_ptr->r_idx)
703 p_ptr->window |= (PW_MONSTER);
707 /* Repair visibility later */
708 repair_monsters = TRUE;
710 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
711 update_monster(i, FALSE);
720 desc_monsters = _("デーモン", "demons");
723 desc_monsters = _("アンデッド", "the undead");
727 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
735 * @brief 全感知処理 / Detect everything
737 * @return 効力があった場合TRUEを返す
739 bool detect_all(POSITION range)
743 /* Detect everything */
744 if (detect_traps(range, TRUE)) detect = TRUE;
745 if (detect_doors(range)) detect = TRUE;
746 if (detect_stairs(range)) detect = TRUE;
748 /* There are too many hidden treasure. So... */
749 /* if (detect_treasure(range)) detect = TRUE; */
751 if (detect_objects_gold(range)) detect = TRUE;
752 if (detect_objects_normal(range)) detect = TRUE;
753 if (detect_monsters_invis(range)) detect = TRUE;
754 if (detect_monsters_normal(range)) detect = TRUE;
760 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
763 * @return 効力があった場合TRUEを返す
766 * Note that affected monsters are NOT auto-tracked by this usage.
768 * To avoid misbehavior when monster deaths have side-effects,
769 * this is done in two passes. -- JDL
772 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
776 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
777 bool obvious = FALSE;
780 /* Mark all (nearby) monsters */
781 for (i = 1; i < m_max; i++)
783 monster_type *m_ptr = &m_list[i];
785 /* Paranoia -- Skip dead monsters */
786 if (!m_ptr->r_idx) continue;
791 /* Require line of sight */
792 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
794 /* Mark the monster */
795 m_ptr->mflag |= (MFLAG_TEMP);
798 /* Affect all marked monsters */
799 for (i = 1; i < m_max; i++)
801 monster_type *m_ptr = &m_list[i];
803 /* Skip unmarked monsters */
804 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
807 m_ptr->mflag &= ~(MFLAG_TEMP);
812 /* Jump directly to the target monster */
813 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
820 * @brief 視界内モンスターを加速する処理 / Speed monsters
821 * @return 効力があった場合TRUEを返す
823 bool speed_monsters(void)
825 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
829 * @brief 視界内モンスターを加速する処理 / Slow monsters
830 * @return 効力があった場合TRUEを返す
832 bool slow_monsters(int power)
834 return (project_all_los(GF_OLD_SLOW, power));
838 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
839 * @return 効力があった場合TRUEを返す
841 bool sleep_monsters(int power)
843 return (project_all_los(GF_OLD_SLEEP, power));
847 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
848 * @return 効力があった場合TRUEを返す
850 bool banish_evil(int dist)
852 return (project_all_los(GF_AWAY_EVIL, dist));
856 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
857 * @return 効力があった場合TRUEを返す
859 bool turn_undead(void)
861 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
863 chg_virtue(V_UNLIFE, -1);
868 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
869 * @return 効力があった場合TRUEを返す
871 bool dispel_undead(HIT_POINT dam)
873 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
875 chg_virtue(V_UNLIFE, -2);
880 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
881 * @return 効力があった場合TRUEを返す
883 bool dispel_evil(HIT_POINT dam)
885 return (project_all_los(GF_DISP_EVIL, dam));
889 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
890 * @return 効力があった場合TRUEを返す
892 bool dispel_good(HIT_POINT dam)
894 return (project_all_los(GF_DISP_GOOD, dam));
898 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
899 * @return 効力があった場合TRUEを返す
901 bool dispel_monsters(HIT_POINT dam)
903 return (project_all_los(GF_DISP_ALL, dam));
907 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
908 * @return 効力があった場合TRUEを返す
910 bool dispel_living(HIT_POINT dam)
912 return (project_all_los(GF_DISP_LIVING, dam));
916 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
917 * @return 効力があった場合TRUEを返す
919 bool dispel_demons(HIT_POINT dam)
921 return (project_all_los(GF_DISP_DEMON, dam));
925 * @brief 視界内のモンスターに「聖戦」効果を与える処理
926 * @return 効力があった場合TRUEを返す
930 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
934 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
935 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
938 void aggravate_monsters(MONSTER_IDX who)
944 /* Aggravate everyone nearby */
945 for (i = 1; i < m_max; i++)
947 monster_type *m_ptr = &m_list[i];
949 /* Paranoia -- Skip dead monsters */
950 if (!m_ptr->r_idx) continue;
952 /* Skip aggravating monster (or player) */
953 if (i == who) continue;
955 /* Wake up nearby sleeping monsters */
956 if (m_ptr->cdis < MAX_SIGHT * 2)
959 if (MON_CSLEEP(m_ptr))
961 (void)set_monster_csleep(i, 0);
964 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
967 /* Speed up monsters in line of sight */
968 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
972 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
978 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
979 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
980 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
985 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
986 * @param m_idx 抹殺するモンスターID
988 * @param player_cast プレイヤーの魔法によるものならば TRUE
989 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
990 * @param spell_name 抹殺効果を起こした魔法の名前
991 * @return 効力があった場合TRUEを返す
993 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
995 int msec = delay_factor * delay_factor * delay_factor;
996 monster_type *m_ptr = &m_list[m_idx];
997 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1000 if (is_pet(m_ptr) && !player_cast) return FALSE;
1002 /* Hack -- Skip Unique Monsters or Quest Monsters */
1003 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1004 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1005 else if (m_idx == p_ptr->riding) resist = TRUE;
1006 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1007 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1008 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1013 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1015 GAME_TEXT m_name[MAX_NLEN];
1017 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1018 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1021 delete_monster_idx(m_idx);
1024 if (resist && player_cast)
1026 bool see_m = is_seen(m_ptr);
1027 GAME_TEXT m_name[MAX_NLEN];
1029 monster_desc(m_name, m_ptr, 0);
1032 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1034 if (MON_CSLEEP(m_ptr))
1036 (void)set_monster_csleep(m_idx, 0);
1039 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1042 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1046 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1050 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1055 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1058 /* Visual feedback */
1059 move_cursor_relative(p_ptr->y, p_ptr->x);
1061 p_ptr->redraw |= (PR_HP);
1062 p_ptr->window |= (PW_PLAYER);
1067 Term_xtra(TERM_XTRA_DELAY, msec);
1074 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1075 * @param power 抹殺の威力
1076 * @param player_cast プレイヤーの魔法によるものならば TRUE
1077 * @return 効力があった場合TRUEを返す
1079 bool symbol_genocide(int power, bool player_cast)
1083 bool result = FALSE;
1085 /* Prevent genocide in quest levels */
1086 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1091 /* Mega-Hack -- Get a monster symbol */
1092 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
1094 /* Delete the monsters of that "type" */
1095 for (i = 1; i < m_max; i++)
1097 monster_type *m_ptr = &m_list[i];
1098 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1100 /* Paranoia -- Skip dead monsters */
1101 if (!m_ptr->r_idx) continue;
1103 /* Skip "wrong" monsters */
1104 if (r_ptr->d_char != typ) continue;
1106 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1111 chg_virtue(V_VITALITY, -2);
1112 chg_virtue(V_CHANCE, -1);
1120 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1121 * @param power 抹殺の威力
1122 * @param player_cast プレイヤーの魔法によるものならば TRUE
1123 * @return 効力があった場合TRUEを返す
1125 bool mass_genocide(int power, bool player_cast)
1128 bool result = FALSE;
1130 /* Prevent mass genocide in quest levels */
1131 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1136 /* Delete the (nearby) monsters */
1137 for (i = 1; i < m_max; i++)
1139 monster_type *m_ptr = &m_list[i];
1141 /* Paranoia -- Skip dead monsters */
1142 if (!m_ptr->r_idx) continue;
1144 /* Skip distant monsters */
1145 if (m_ptr->cdis > MAX_SIGHT) continue;
1148 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1153 chg_virtue(V_VITALITY, -2);
1154 chg_virtue(V_CHANCE, -1);
1162 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1163 * @param power 抹殺の威力
1164 * @param player_cast プレイヤーの魔法によるものならば TRUE
1165 * @return 効力があった場合TRUEを返す
1167 bool mass_genocide_undead(int power, bool player_cast)
1170 bool result = FALSE;
1172 /* Prevent mass genocide in quest levels */
1173 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1178 /* Delete the (nearby) monsters */
1179 for (i = 1; i < m_max; i++)
1181 monster_type *m_ptr = &m_list[i];
1182 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1184 /* Paranoia -- Skip dead monsters */
1185 if (!m_ptr->r_idx) continue;
1187 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1189 /* Skip distant monsters */
1190 if (m_ptr->cdis > MAX_SIGHT) continue;
1193 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1198 chg_virtue(V_UNLIFE, -2);
1199 chg_virtue(V_CHANCE, -1);
1207 * @brief 周辺モンスターを調査する / Probe nearby monsters
1208 * @return 効力があった場合TRUEを返す
1213 int speed; /* TODO */
1224 /* Probe all (nearby) monsters */
1225 for (i = 1; i < m_max; i++)
1227 monster_type *m_ptr = &m_list[i];
1228 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1230 /* Paranoia -- Skip dead monsters */
1231 if (!m_ptr->r_idx) continue;
1233 /* Require line of sight */
1234 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1236 /* Probe visible monsters */
1239 GAME_TEXT m_name[MAX_NLEN];
1241 /* Start the message */
1244 msg_print(_("調査中...", "Probing..."));
1249 if (!is_original_ap(m_ptr))
1251 if (m_ptr->mflag2 & MFLAG2_KAGE)
1252 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1254 m_ptr->ap_r_idx = m_ptr->r_idx;
1255 lite_spot(m_ptr->fy, m_ptr->fx);
1257 /* Get "the monster" or "something" */
1258 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1260 speed = m_ptr->mspeed - 110;
1261 if (MON_FAST(m_ptr)) speed += 10;
1262 if (MON_SLOW(m_ptr)) speed -= 10;
1263 if (ironman_nightmare) speed += 5;
1265 /* Get the monster's alignment */
1266 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1267 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1268 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1269 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1270 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1271 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1272 else align = _("中立", "neutral");
1274 /* Describe the monster */
1275 sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
1276 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1278 if (r_ptr->next_r_idx)
1280 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1284 strcat(buf, "xxx ");
1287 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1288 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1289 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1290 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1291 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1292 buf[strlen(buf)-1] = '\0';
1295 /* HACK : Add the line to message buffer */
1298 p_ptr->window |= (PW_MESSAGE);
1301 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1304 Term_erase(0, 0, 255);
1306 /* Learn everything about this monster */
1307 if (lore_do_probe(m_ptr->r_idx))
1309 /* Get base name of monster */
1310 strcpy(buf, (r_name + r_ptr->name));
1313 /* Note that we learnt some new flags -Mogami- */
1314 msg_format("%sについてさらに詳しくなった気がする。", buf);
1319 /* Note that we learnt some new flags -Mogami- */
1320 msg_format("You now know more about %s.", buf);
1322 /* Clear -more- prompt */
1337 chg_virtue(V_KNOWLEDGE, 1);
1338 msg_print(_("これで全部です。", "That's all."));
1346 * @brief *破壊*処理を行う / The spell of destruction
1347 * @param y1 破壊の中心Y座標
1348 * @param x1 破壊の中心X座標
1350 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1351 * @return 効力があった場合TRUEを返す
1354 * This spell "deletes" monsters (instead of "killing" them).
1356 * Later we may use one function for both "destruction" and
1357 * "earthquake" by using the "full" to select "destruction".
1360 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1367 /* Prevent destruction of quest levels and town */
1368 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1373 /* Lose monster light */
1374 if (!in_generate) clear_mon_lite();
1376 /* Big area of affect */
1377 for (y = (y1 - r); y <= (y1 + r); y++)
1379 for (x = (x1 - r); x <= (x1 + r); x++)
1381 /* Skip illegal grids */
1382 if (!in_bounds(y, x)) continue;
1384 /* Extract the distance */
1385 k = distance(y1, x1, y, x);
1387 /* Stay in the circle of death */
1388 if (k > r) continue;
1389 c_ptr = &cave[y][x];
1391 /* Lose room and vault */
1392 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1394 /* Lose light and knowledge */
1395 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1397 if (!in_generate) /* Normal */
1400 c_ptr->info &= ~(CAVE_UNSAFE);
1402 /* Hack -- Notice player affect */
1403 if (player_bold(y, x))
1405 /* Hurt the player later */
1408 /* Do not hurt this grid */
1413 /* Hack -- Skip the epicenter */
1414 if ((y == y1) && (x == x1)) continue;
1418 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1419 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1421 if (in_generate) /* In generation */
1423 /* Delete the monster (if any) */
1424 delete_monster(y, x);
1426 else if (r_ptr->flags1 & RF1_QUESTOR)
1428 /* Heal the monster */
1429 m_ptr->hp = m_ptr->maxhp;
1431 /* Try to teleport away quest monsters */
1432 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1436 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1438 GAME_TEXT m_name[MAX_NLEN];
1440 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1441 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1444 /* Delete the monster (if any) */
1445 delete_monster(y, x);
1449 /* During generation, destroyed artifacts are "preserved" */
1450 if (preserve_mode || in_generate)
1452 OBJECT_IDX this_o_idx, next_o_idx = 0;
1454 /* Scan all objects in the grid */
1455 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1458 o_ptr = &o_list[this_o_idx];
1460 /* Acquire next object */
1461 next_o_idx = o_ptr->next_o_idx;
1463 /* Hack -- Preserve unknown artifacts */
1464 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1466 /* Mega-Hack -- Preserve the artifact */
1467 a_info[o_ptr->name1].cur_num = 0;
1469 if (in_generate && cheat_peek)
1471 GAME_TEXT o_name[MAX_NLEN];
1472 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1473 msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
1476 else if (in_generate && cheat_peek && o_ptr->art_name)
1478 msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
1479 "One of the random artifacts was *destroyed* during generation."));
1484 /* Delete objects */
1485 delete_object(y, x);
1487 /* Destroy "non-permanent" grids */
1488 if (!cave_perma_grid(c_ptr))
1490 /* Wall (or floor) type */
1493 if (!in_generate) /* Normal */
1497 /* Create granite wall */
1498 cave_set_feat(y, x, feat_granite);
1502 /* Create quartz vein */
1503 cave_set_feat(y, x, feat_quartz_vein);
1507 /* Create magma vein */
1508 cave_set_feat(y, x, feat_magma_vein);
1513 cave_set_feat(y, x, floor_type[randint0(100)]);
1516 else /* In generation */
1520 /* Create granite wall */
1521 place_extra_grid(c_ptr);
1525 /* Create quartz vein */
1526 c_ptr->feat = feat_quartz_vein;
1530 /* Create magma vein */
1531 c_ptr->feat = feat_magma_vein;
1536 place_floor_grid(c_ptr);
1539 /* Clear garbage of hidden trap or door */
1548 /* Process "re-glowing" */
1549 for (y = (y1 - r); y <= (y1 + r); y++)
1551 for (x = (x1 - r); x <= (x1 + r); x++)
1553 /* Skip illegal grids */
1554 if (!in_bounds(y, x)) continue;
1556 /* Extract the distance */
1557 k = distance(y1, x1, y, x);
1559 /* Stay in the circle of death */
1560 if (k > r) continue;
1561 c_ptr = &cave[y][x];
1563 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1564 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1569 for (i = 0; i < 9; i++)
1571 yy = y + ddy_ddd[i];
1572 xx = x + ddx_ddd[i];
1573 if (!in_bounds2(yy, xx)) continue;
1574 cc_ptr = &cave[yy][xx];
1575 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1577 c_ptr->info |= CAVE_GLOW;
1585 /* Hack -- Affect player */
1588 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1590 /* Blind the player */
1591 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1594 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1600 /* Mega-Hack -- Forget the view and lite */
1601 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1603 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1605 p_ptr->redraw |= (PR_MAP);
1607 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1609 if (p_ptr->special_defense & NINJA_S_STEALTH)
1611 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1621 * @brief 地震処理(サブルーチン) /
1622 * Induce an "earthquake" of the given radius at the given location.
1623 * @return 効力があった場合TRUEを返す
1627 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1631 * This will turn some walls into floors and some floors into walls.
1633 * The player will take damage and "jump" into a safe grid if possible,
1634 * otherwise, he will "tunnel" through the rubble instantaneously.
1636 * Monsters will take damage, and "jump" into a safe grid if possible,
1637 * otherwise they will be "buried" in the rubble, disappearing from
1638 * the level in the same way that they do when genocided.
1640 * Note that thus the player and monsters (except eaters of walls and
1641 * passers through walls) will never occupy the same grid as a wall.
1642 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1643 * for a single turn, unless that monster can pass_walls or kill_walls.
1644 * This has allowed massive simplification of the "monster" code.
1647 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1651 POSITION y, x, yy, xx, dy, dx;
1654 POSITION sy = 0, sx = 0;
1660 /* Prevent destruction of quest levels and town */
1661 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1666 /* Paranoia -- Enforce maximum range */
1669 /* Clear the "maximal blast" area */
1670 for (y = 0; y < 32; y++)
1672 for (x = 0; x < 32; x++)
1678 /* Check around the epicenter */
1679 for (dy = -r; dy <= r; dy++)
1681 for (dx = -r; dx <= r; dx++)
1683 /* Extract the location */
1687 /* Skip illegal grids */
1688 if (!in_bounds(yy, xx)) continue;
1690 /* Skip distant grids */
1691 if (distance(cy, cx, yy, xx) > r) continue;
1692 c_ptr = &cave[yy][xx];
1694 /* Lose room and vault */
1695 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1697 /* Lose light and knowledge */
1698 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1700 /* Skip the epicenter */
1701 if (!dx && !dy) continue;
1703 /* Skip most grids */
1704 if (randint0(100) < 85) continue;
1706 /* Damage this grid */
1707 map[16+yy-cy][16+xx-cx] = TRUE;
1709 /* Hack -- Take note of player damage */
1710 if (player_bold(yy, xx)) hurt = TRUE;
1714 /* First, affect the player (if necessary) */
1715 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1717 /* Check around the player */
1718 for (i = 0; i < 8; i++)
1720 /* Access the location */
1721 y = p_ptr->y + ddy_ddd[i];
1722 x = p_ptr->x + ddx_ddd[i];
1724 /* Skip non-empty grids */
1725 if (!cave_empty_bold(y, x)) continue;
1727 /* Important -- Skip "quake" grids */
1728 if (map[16+y-cy][16+x-cx]) continue;
1730 if (cave[y][x].m_idx) continue;
1732 /* Count "safe" grids */
1735 /* Randomize choice */
1736 if (randint0(sn) > 0) continue;
1738 /* Save the safe location */
1742 /* Random message */
1743 switch (randint1(3))
1747 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1752 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1757 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1762 /* Hurt the player a lot */
1765 /* Message and damage */
1766 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1770 /* Destroy the grid, and push the player to safety */
1773 /* Calculate results */
1774 switch (randint1(3))
1778 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1784 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1785 damage = damroll(10, 4);
1786 (void)set_stun(p_ptr->stun + randint1(50));
1791 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
1792 damage = damroll(10, 4);
1793 (void)set_stun(p_ptr->stun + randint1(50));
1798 /* Move the player to the safe location */
1799 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1802 /* Important -- no wall on player */
1803 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1811 GAME_TEXT m_name[MAX_NLEN];
1812 monster_type *m_ptr = &m_list[m_idx];
1814 /* Get the monster's real name */
1815 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1817 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1821 killer = _("地震", "an earthquake");
1824 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1828 /* Examine the quaked region */
1829 for (dy = -r; dy <= r; dy++)
1831 for (dx = -r; dx <= r; dx++)
1833 /* Extract the location */
1837 /* Skip unaffected grids */
1838 if (!map[16+yy-cy][16+xx-cx]) continue;
1839 c_ptr = &cave[yy][xx];
1841 if (c_ptr->m_idx == p_ptr->riding) continue;
1843 /* Process monsters */
1846 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1847 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1849 /* Quest monsters */
1850 if (r_ptr->flags1 & RF1_QUESTOR)
1852 /* No wall on quest monsters */
1853 map[16+yy-cy][16+xx-cx] = FALSE;
1858 /* Most monsters cannot co-exist with rock */
1859 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1860 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1862 GAME_TEXT m_name[MAX_NLEN];
1864 /* Assume not safe */
1867 /* Monster can move to escape the wall */
1868 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1870 /* Look for safety */
1871 for (i = 0; i < 8; i++)
1873 y = yy + ddy_ddd[i];
1874 x = xx + ddx_ddd[i];
1876 /* Skip non-empty grids */
1877 if (!cave_empty_bold(y, x)) continue;
1879 /* Hack -- no safety on glyph of warding */
1880 if (is_glyph_grid(&cave[y][x])) continue;
1881 if (is_explosive_rune_grid(&cave[y][x])) continue;
1883 /* ... nor on the Pattern */
1884 if (pattern_tile(y, x)) continue;
1886 /* Important -- Skip "quake" grids */
1887 if (map[16+y-cy][16+x-cx]) continue;
1889 if (cave[y][x].m_idx) continue;
1890 if (player_bold(y, x)) continue;
1892 /* Count "safe" grids */
1895 /* Randomize choice */
1896 if (randint0(sn) > 0) continue;
1898 /* Save the safe grid */
1903 /* Describe the monster */
1904 monster_desc(m_name, m_ptr, 0);
1906 /* Scream in pain */
1907 if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
1909 /* Take damage from the quake */
1910 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1912 /* Monster is certainly awake */
1913 (void)set_monster_csleep(c_ptr->m_idx, 0);
1915 /* Apply damage directly */
1916 m_ptr->hp -= damage;
1918 /* Delete (not kill) "dead" monsters */
1921 if (!ignore_unview || is_seen(m_ptr))
1922 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1926 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1928 char m2_name[MAX_NLEN];
1930 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1931 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1935 delete_monster(yy, xx);
1937 /* No longer safe */
1941 /* Hack -- Escape from the rock */
1944 IDX m_idx_aux = cave[yy][xx].m_idx;
1946 /* Update the old location */
1947 cave[yy][xx].m_idx = 0;
1949 /* Update the new location */
1950 cave[sy][sx].m_idx = m_idx_aux;
1952 /* Move the monster */
1956 update_monster(m_idx, TRUE);
1965 /* Lose monster light */
1968 /* Examine the quaked region */
1969 for (dy = -r; dy <= r; dy++)
1971 for (dx = -r; dx <= r; dx++)
1973 /* Extract the location */
1977 /* Skip unaffected grids */
1978 if (!map[16+yy-cy][16+xx-cx]) continue;
1980 /* Access the cave grid */
1981 c_ptr = &cave[yy][xx];
1983 /* Paranoia -- never affect player */
1984 /* if (player_bold(yy, xx)) continue; */
1986 /* Destroy location (if valid) */
1987 if (cave_valid_bold(yy, xx))
1989 /* Delete objects */
1990 delete_object(yy, xx);
1992 /* Wall (or floor) type */
1993 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
1998 /* Create granite wall */
1999 cave_set_feat(yy, xx, feat_granite);
2005 /* Create quartz vein */
2006 cave_set_feat(yy, xx, feat_quartz_vein);
2012 /* Create magma vein */
2013 cave_set_feat(yy, xx, feat_magma_vein);
2020 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2027 /* Process "re-glowing" */
2028 for (dy = -r; dy <= r; dy++)
2030 for (dx = -r; dx <= r; dx++)
2032 /* Extract the location */
2036 /* Skip illegal grids */
2037 if (!in_bounds(yy, xx)) continue;
2039 /* Skip distant grids */
2040 if (distance(cy, cx, yy, xx) > r) continue;
2041 c_ptr = &cave[yy][xx];
2043 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2044 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2049 for (ii = 0; ii < 9; ii++)
2051 yyy = yy + ddy_ddd[ii];
2052 xxx = xx + ddx_ddd[ii];
2053 if (!in_bounds2(yyy, xxx)) continue;
2054 cc_ptr = &cave[yyy][xxx];
2055 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2057 c_ptr->info |= CAVE_GLOW;
2066 /* Mega-Hack -- Forget the view and lite */
2067 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2069 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2071 /* Update the health bar */
2072 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2074 p_ptr->redraw |= (PR_MAP);
2076 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2078 if (p_ptr->special_defense & NINJA_S_STEALTH)
2080 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2088 * @brief 地震処理(プレイヤーの中心発動) /
2089 * Induce an "earthquake" of the given radius at the given location.
2090 * @return 効力があった場合TRUEを返す
2095 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2097 return earthquake_aux(cy, cx, r, 0);
2104 void discharge_minion(void)
2109 for (i = 1; i < m_max; i++)
2111 monster_type *m_ptr = &m_list[i];
2112 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2113 if (m_ptr->nickname) okay = FALSE;
2115 if (!okay || p_ptr->riding)
2117 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
2120 for (i = 1; i < m_max; i++)
2123 monster_type *m_ptr = &m_list[i];
2124 monster_race *r_ptr;
2126 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2127 r_ptr = &r_info[m_ptr->r_idx];
2129 /* Uniques resist discharging */
2130 if (r_ptr->flags1 & RF1_UNIQUE)
2132 GAME_TEXT m_name[MAX_NLEN];
2133 monster_desc(m_name, m_ptr, 0x00);
2134 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
2135 delete_monster_idx(i);
2138 dam = m_ptr->maxhp / 2;
2139 if (dam > 100) dam = (dam-100)/2 + 100;
2140 if (dam > 400) dam = (dam-400)/2 + 400;
2141 if (dam > 800) dam = 800;
2142 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2143 m_ptr->fx, dam, GF_PLASMA,
2144 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2146 if (record_named_pet && m_ptr->nickname)
2148 GAME_TEXT m_name[MAX_NLEN];
2150 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2151 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2154 delete_monster_idx(i);
2160 * @brief 部屋全体を照らすサブルーチン
2164 * This routine clears the entire "temp" set.
2165 * This routine will Perma-Lite all "temp" grids.
2166 * This routine is used (only) by "lite_room()"
2167 * Dark grids are illuminated.
2168 * Also, process all affected monsters.
2170 * SMART monsters always wake up when illuminated
2171 * NORMAL monsters wake up 1/4 the time when illuminated
2172 * STUPID monsters wake up 1/10 the time when illuminated
2175 static void cave_temp_room_lite(void)
2179 /* Clear them all */
2180 for (i = 0; i < temp_n; i++)
2182 POSITION y = temp_y[i];
2183 POSITION x = temp_x[i];
2185 cave_type *c_ptr = &cave[y][x];
2187 /* No longer in the array */
2188 c_ptr->info &= ~(CAVE_TEMP);
2190 /* Update only non-CAVE_GLOW grids */
2191 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2194 c_ptr->info |= (CAVE_GLOW);
2196 /* Process affected monsters */
2200 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2201 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2202 update_monster(c_ptr->m_idx, FALSE);
2204 /* Stupid monsters rarely wake up */
2205 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2207 /* Smart monsters always wake up */
2208 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2210 /* Sometimes monsters wake up */
2211 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2214 (void)set_monster_csleep(c_ptr->m_idx, 0);
2216 /* Notice the "waking up" */
2219 GAME_TEXT m_name[MAX_NLEN];
2220 monster_desc(m_name, m_ptr, 0);
2221 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2231 update_local_illumination(y, x);
2241 * @brief 部屋全体を暗くするサブルーチン
2245 * This routine clears the entire "temp" set.
2246 * This routine will "darken" all "temp" grids.
2247 * In addition, some of these grids will be "unmarked".
2248 * This routine is used (only) by "unlite_room()"
2249 * Also, process all affected monsters
2252 static void cave_temp_room_unlite(void)
2256 /* Clear them all */
2257 for (i = 0; i < temp_n; i++)
2259 POSITION y = temp_y[i];
2260 POSITION x = temp_x[i];
2263 cave_type *c_ptr = &cave[y][x];
2264 bool do_dark = !is_mirror_grid(c_ptr);
2266 /* No longer in the array */
2267 c_ptr->info &= ~(CAVE_TEMP);
2269 /* Darken the grid */
2272 if (dun_level || !is_daytime())
2274 for (j = 0; j < 9; j++)
2276 int by = y + ddy_ddd[j];
2277 int bx = x + ddx_ddd[j];
2279 if (in_bounds2(by, bx))
2281 cave_type *cc_ptr = &cave[by][bx];
2283 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2291 if (!do_dark) continue;
2294 c_ptr->info &= ~(CAVE_GLOW);
2296 /* Hack -- Forget "boring" grids */
2297 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2299 /* Forget the grid */
2300 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2305 /* Process affected monsters */
2308 update_monster(c_ptr->m_idx, FALSE);
2313 update_local_illumination(y, x);
2323 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2326 * @param pass_bold 地形条件を返す関数ポインタ
2329 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2336 for (i = 0; i < 16; i++)
2338 y = cy + ddy_cdd[i % 8];
2339 x = cx + ddx_cdd[i % 8];
2341 /* Found a wall, break the length */
2342 if (!pass_bold(y, x))
2344 /* Track best length */
2358 return (MAX(len, blen));
2362 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2365 * @param pass_bold 地形条件を返す関数ポインタ
2368 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2374 for (i = 0; i < 8; i++)
2376 y = cy + ddy_ddd[i];
2377 x = cx + ddx_ddd[i];
2379 if (!pass_bold(y, x)) c++;
2387 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2388 * @param y 部屋内のy座標1点
2389 * @param x 部屋内のx座標1点
2390 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2391 * @param pass_bold 地形条件を返す関数ポインタ
2394 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2399 c_ptr = &cave[y][x];
2401 /* Avoid infinite recursion */
2402 if (c_ptr->info & (CAVE_TEMP)) return;
2404 /* Do not "leave" the current room */
2405 if (!(c_ptr->info & (CAVE_ROOM)))
2407 if (only_room) return;
2410 if (!in_bounds2(y, x)) return;
2412 /* Do not exceed the maximum spell range */
2413 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2415 /* Verify this grid */
2417 * The reason why it is ==6 instead of >5 is that 8 is impossible
2418 * due to the check for cave_bold above.
2419 * 7 lights dead-end corridors (you need to do this for the
2420 * checkboard interesting rooms, so that the boundary is lit
2422 * This leaves only a check for 6 bounding walls!
2424 if (in_bounds(y, x) && pass_bold(y, x) &&
2425 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2428 /* Paranoia -- verify space */
2429 if (temp_n == TEMP_MAX) return;
2431 /* Mark the grid as "seen" */
2432 c_ptr->info |= (CAVE_TEMP);
2434 /* Add it to the "seen" set */
2441 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2444 * @return 光を通すならばtrueを返す。
2446 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2448 return cave_los_bold(y, x);
2452 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2457 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2459 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2463 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
2466 * @return 射線を通すならばtrueを返す。
2468 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2470 return cave_have_flag_bold(y, x, FF_PROJECT);
2475 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2480 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2482 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2487 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2492 void lite_room(POSITION y1, POSITION x1)
2497 /* Add the initial grid */
2498 cave_temp_lite_room_aux(y1, x1);
2500 /* While grids are in the queue, add their neighbors */
2501 for (i = 0; i < temp_n; i++)
2503 x = temp_x[i], y = temp_y[i];
2505 /* Walls get lit, but stop light */
2506 if (!cave_pass_lite_bold(y, x)) continue;
2508 /* Spread adjacent */
2509 cave_temp_lite_room_aux(y + 1, x);
2510 cave_temp_lite_room_aux(y - 1, x);
2511 cave_temp_lite_room_aux(y, x + 1);
2512 cave_temp_lite_room_aux(y, x - 1);
2514 /* Spread diagonal */
2515 cave_temp_lite_room_aux(y + 1, x + 1);
2516 cave_temp_lite_room_aux(y - 1, x - 1);
2517 cave_temp_lite_room_aux(y - 1, x + 1);
2518 cave_temp_lite_room_aux(y + 1, x - 1);
2521 /* Now, lite them all up at once */
2522 cave_temp_room_lite();
2524 if (p_ptr->special_defense & NINJA_S_STEALTH)
2526 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2532 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2537 void unlite_room(POSITION y1, POSITION x1)
2542 /* Add the initial grid */
2543 cave_temp_unlite_room_aux(y1, x1);
2545 /* Spread, breadth first */
2546 for (i = 0; i < temp_n; i++)
2548 x = temp_x[i], y = temp_y[i];
2550 /* Walls get dark, but stop darkness */
2551 if (!cave_pass_dark_bold(y, x)) continue;
2553 /* Spread adjacent */
2554 cave_temp_unlite_room_aux(y + 1, x);
2555 cave_temp_unlite_room_aux(y - 1, x);
2556 cave_temp_unlite_room_aux(y, x + 1);
2557 cave_temp_unlite_room_aux(y, x - 1);
2559 /* Spread diagonal */
2560 cave_temp_unlite_room_aux(y + 1, x + 1);
2561 cave_temp_unlite_room_aux(y - 1, x - 1);
2562 cave_temp_unlite_room_aux(y - 1, x + 1);
2563 cave_temp_unlite_room_aux(y + 1, x - 1);
2566 /* Now, darken them all at once */
2567 cave_temp_room_unlite();
2573 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2576 * @return 作用が実際にあった場合TRUEを返す
2578 bool lite_area(HIT_POINT dam, POSITION rad)
2580 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2582 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2584 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2588 /* Hack -- Message */
2591 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2594 /* Hook into the "project()" function */
2595 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2597 /* Lite up the room */
2598 lite_room(p_ptr->y, p_ptr->x);
2606 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2609 * @return 作用が実際にあった場合TRUEを返す
2611 bool unlite_area(HIT_POINT dam, POSITION rad)
2613 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2615 /* Hack -- Message */
2618 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2621 /* Hook into the "project()" function */
2622 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2624 /* Lite up the room */
2625 unlite_room(p_ptr->y, p_ptr->x);
2634 * @brief ボール系スペルの発動 / Cast a ball spell
2636 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2639 * @return 作用が実際にあった場合TRUEを返す
2642 * Stop if we hit a monster, act as a "ball"
2643 * Allow "target" mode to pass over monsters
2644 * Affect grids, objects, and monsters
2647 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2651 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2653 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2654 /* Use the given direction */
2655 tx = p_ptr->x + 99 * ddx[dir];
2656 ty = p_ptr->y + 99 * ddy[dir];
2658 /* Hack -- Use an actual "target" */
2659 if ((dir == 5) && target_okay())
2661 flg &= ~(PROJECT_STOP);
2666 /* Analyze the "dir" and the "target". Hurt items on floor. */
2667 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2671 * @brief ブレス系スペルの発動 / Cast a breath spell
2673 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2676 * @return 作用が実際にあった場合TRUEを返す
2679 * Stop if we hit a monster, act as a "ball"
2680 * Allow "target" mode to pass over monsters
2681 * Affect grids, objects, and monsters
2684 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2686 return fire_ball(typ, dir, dam, -rad);
2691 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2693 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2696 * @return 作用が実際にあった場合TRUEを返す
2699 * Stop if we hit a monster, act as a "ball"
2700 * Allow "target" mode to pass over monsters
2701 * Affect grids, objects, and monsters
2704 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2707 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2709 /* Use the given direction */
2710 tx = p_ptr->x + 99 * ddx[dir];
2711 ty = p_ptr->y + 99 * ddy[dir];
2713 /* Hack -- Use an actual "target" */
2714 if ((dir == 5) && target_okay())
2720 /* Analyze the "dir" and the "target". Hurt items on floor. */
2721 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2726 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2728 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2731 * @return 作用が実際にあった場合TRUEを返す
2734 * Stop if we hit a monster, act as a "ball"
2735 * Allow "target" mode to pass over monsters
2736 * Affect grids, objects, and monsters
2739 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2742 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2744 /* Use the given direction */
2745 tx = p_ptr->x + 99 * ddx[dir];
2746 ty = p_ptr->y + 99 * ddy[dir];
2748 /* Hack -- Use an actual "target" */
2749 if ((dir == 5) && target_okay())
2751 flg &= ~(PROJECT_STOP);
2756 /* Analyze the "dir" and the "target". Hurt items on floor. */
2757 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2762 * @brief メテオ系スペルの発動 / Cast a meteor spell
2763 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2769 * @return 作用が実際にあった場合TRUEを返す
2772 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2773 * player, or outside source, that starts out at an arbitrary location, and
2774 * leaving no trail from the "caster" to the target. This function is
2775 * especially useful for bombardments and similar. -LM-
2776 * Option to hurt the player.
2779 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2781 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2783 /* Analyze the "target" and the caster. */
2784 return (project(who, rad, y, x, dam, typ, flg, -1));
2789 * @brief ブラスト系スペルの発動 / Cast a blast spell
2791 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2796 * @return 作用が実際にあった場合TRUEを返す
2798 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2802 POSITION ty, tx, y, x;
2805 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2810 /* Use the given direction */
2813 ly = ty = p_ptr->y + 20 * ddy[dir];
2814 lx = tx = p_ptr->x + 20 * ddx[dir];
2817 /* Use an actual "target" */
2818 else /* if (dir == 5) */
2823 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2824 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2827 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2830 for (i = 0; i < num; i++)
2834 /* Get targets for some bolts */
2835 y = rand_spread(ly, ld * dev / 20);
2836 x = rand_spread(lx, ld * dev / 20);
2838 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2841 /* Analyze the "dir" and the "target". */
2842 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2853 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2854 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2855 * @return 作用が実際にあった場合TRUEを返す
2857 bool teleport_swap(DIRECTION dir)
2861 monster_type* m_ptr;
2862 monster_race* r_ptr;
2864 if ((dir == 5) && target_okay())
2871 tx = p_ptr->x + ddx[dir];
2872 ty = p_ptr->y + ddy[dir];
2874 c_ptr = &cave[ty][tx];
2876 if (p_ptr->anti_tele)
2878 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2882 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2884 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2890 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2892 msg_print(_("失敗した。", "Failed to swap."));
2898 m_ptr = &m_list[c_ptr->m_idx];
2899 r_ptr = &r_info[m_ptr->r_idx];
2901 (void)set_monster_csleep(c_ptr->m_idx, 0);
2903 if (r_ptr->flagsr & RFR_RES_TELE)
2905 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2907 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2913 sound(SOUND_TELEPORT);
2915 /* Swap the player and monster */
2916 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2924 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2926 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2929 * @return 作用が実際にあった場合TRUEを返す
2931 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2935 /* Pass through the target if needed */
2936 flg |= (PROJECT_THRU);
2938 /* Use the given direction */
2939 tx = p_ptr->x + ddx[dir];
2940 ty = p_ptr->y + ddy[dir];
2942 /* Hack -- Use an actual "target" */
2943 if ((dir == 5) && target_okay())
2949 /* Analyze the "dir" and the "target", do NOT explode */
2950 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2955 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2957 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2959 * @return 作用が実際にあった場合TRUEを返す
2962 * Stop if we hit a monster, as a "bolt".
2963 * Affect monsters and grids (not objects).
2966 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2968 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2969 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2970 return (project_hook(typ, dir, dam, flg));
2975 * @brief ビーム系スペルの発動 / Cast a beam spell.
2977 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2979 * @return 作用が実際にあった場合TRUEを返す
2982 * Pass through monsters, as a "beam".
2983 * Affect monsters, grids and objects.
2986 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2988 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2989 return (project_hook(typ, dir, dam, flg));
2994 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
2995 * @param prob ビーム化する確率(%)
2997 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2999 * @return 作用が実際にあった場合TRUEを返す
3002 * Pass through monsters, as a "beam".
3003 * Affect monsters, grids and objects.
3006 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3008 if (randint0(100) < prob)
3010 return (fire_beam(typ, dir, dam));
3014 return (fire_bolt(typ, dir, dam));
3019 * @brief LITE_WEAK属性による光源ビーム処理
3020 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3022 * @return 作用が実際にあった場合TRUEを返す
3024 bool lite_line(DIRECTION dir, HIT_POINT dam)
3026 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3027 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3032 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3034 * @return 作用が実際にあった場合TRUEを返す
3036 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3038 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3039 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3044 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3046 * @return 作用が実際にあった場合TRUEを返す
3048 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3050 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3051 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3056 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3057 * @return 作用が実際にあった場合TRUEを返す
3059 bool wizard_lock(DIRECTION dir)
3061 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3062 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3067 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3068 * @return 作用が実際にあった場合TRUEを返す
3070 bool destroy_door(DIRECTION dir)
3072 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3073 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3078 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3079 * @return 作用が実際にあった場合TRUEを返す
3081 bool disarm_trap(DIRECTION dir)
3083 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3084 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3089 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3091 * @return 作用が実際にあった場合TRUEを返す
3093 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3095 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3096 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3101 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3103 * @return 作用が実際にあった場合TRUEを返す
3105 bool speed_monster(DIRECTION dir, int power)
3107 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3108 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3113 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3115 * @return 作用が実際にあった場合TRUEを返す
3117 bool slow_monster(DIRECTION dir, int power)
3119 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3120 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3125 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3127 * @return 作用が実際にあった場合TRUEを返す
3129 bool sleep_monster(DIRECTION dir, int power)
3131 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3132 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3136 * @brief モンスター拘束(STASIS)処理
3137 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3138 * @return 作用が実際にあった場合TRUEを返す
3139 * @details 威力はプレイヤーレベル*2に固定
3141 bool stasis_monster(DIRECTION dir)
3143 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3147 * @brief 邪悪なモンスター拘束(STASIS)処理
3148 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3149 * @return 作用が実際にあった場合TRUEを返す
3150 * @details 威力はプレイヤーレベル*2に固定
3152 bool stasis_evil(DIRECTION dir)
3154 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3159 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3160 * @param plev プレイヤーレベル(=効力)
3161 * @return 作用が実際にあった場合TRUEを返す
3163 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3165 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3166 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3171 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3172 * @param plev プレイヤーレベル(=効力)
3173 * @return 作用が実際にあった場合TRUEを返す
3175 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3177 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3178 return (project_hook(GF_STUN, dir, plev, flg));
3182 * @brief チェンジモンスター処理
3183 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3185 * @return 作用が実際にあった場合TRUEを返す
3187 bool poly_monster(DIRECTION dir, int power)
3189 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3190 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3192 chg_virtue(V_CHANCE, 1);
3197 * @brief クローンモンスター処理
3198 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3199 * @return 作用が実際にあった場合TRUEを返す
3201 bool clone_monster(DIRECTION dir)
3203 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3204 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3209 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3210 * @param plev プレイヤーレベル(=効力)
3211 * @return 作用が実際にあった場合TRUEを返す
3213 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3215 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3216 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3221 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3222 * @param plev プレイヤーレベル(効力はplev*200)
3223 * @return 作用が実際にあった場合TRUEを返す
3225 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3227 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3228 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3232 * @brief モンスター用テレポート処理
3233 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3234 * @param distance 移動距離
3235 * @return 作用が実際にあった場合TRUEを返す
3237 bool teleport_monster(DIRECTION dir, int distance)
3239 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3240 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3244 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
3245 * @return 作用が実際にあった場合TRUEを返す
3247 bool door_creation(void)
3249 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3250 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3254 * @brief トラップ生成処理(起点から周囲1マス)
3257 * @return 作用が実際にあった場合TRUEを返す
3259 bool trap_creation(POSITION y, POSITION x)
3261 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3262 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3266 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3267 * @return 作用が実際にあった場合TRUEを返す
3269 bool tree_creation(void)
3271 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3272 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3276 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3277 * @return 作用が実際にあった場合TRUEを返す
3279 bool glyph_creation(void)
3281 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3282 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3286 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3287 * @return 作用が実際にあった場合TRUEを返す
3289 bool wall_stone(void)
3291 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3293 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3295 p_ptr->update |= (PU_FLOW);
3297 p_ptr->redraw |= (PR_MAP);
3303 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3304 * @return 作用が実際にあった場合TRUEを返す
3306 bool destroy_doors_touch(void)
3308 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3309 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3313 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3314 * @return 作用が実際にあった場合TRUEを返す
3316 bool disarm_traps_touch(void)
3318 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3319 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3323 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
3324 * @return 作用が実際にあった場合TRUEを返す
3326 bool sleep_monsters_touch(void)
3328 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3329 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3334 * @brief 死者復活処理(起点より周囲5マス)
3335 * @param who 術者モンスターID(0ならばプレイヤー)
3338 * @return 作用が実際にあった場合TRUEを返す
3340 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3342 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3343 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3348 * @return 作用が実際にあった場合TRUEを返す
3350 void call_chaos(void)
3352 int Chaos_type, dummy, dir;
3353 PLAYER_LEVEL plev = p_ptr->lev;
3354 bool line_chaos = FALSE;
3356 int hurt_types[31] =
3358 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3359 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3360 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3361 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3362 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3363 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3364 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3365 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3368 Chaos_type = hurt_types[randint0(31)];
3369 if (one_in_(4)) line_chaos = TRUE;
3373 for (dummy = 1; dummy < 10; dummy++)
3378 fire_beam(Chaos_type, dummy, 150);
3380 fire_ball(Chaos_type, dummy, 150, 2);
3384 else if (one_in_(3))
3386 fire_ball(Chaos_type, 0, 500, 8);
3390 if (!get_aim_dir(&dir)) return;
3392 fire_beam(Chaos_type, dir, 250);
3394 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3399 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3400 * @param stop_ty 再帰処理停止フラグ
3402 * @return 作用が実際にあった場合TRUEを返す
3405 * rr9: Stop the nasty things when a Cyberdemon is summoned
3406 * or the player gets paralyzed.
3409 bool activate_ty_curse(bool stop_ty, int *count)
3413 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3417 switch (randint1(34))
3422 msg_print(_("地面が揺れた...", "The ground trembles..."));
3423 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3424 if (!one_in_(6)) break;
3429 HIT_POINT dam = damroll(10, 10);
3430 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3431 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3432 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3433 if (!one_in_(6)) break;
3438 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3439 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3440 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3441 if (!one_in_(6)) break;
3444 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3448 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3449 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3451 if (!one_in_(6)) break;
3452 case 1: case 2: case 3: case 16: case 17:
3453 aggravate_monsters(0);
3454 if (!one_in_(6)) break;
3455 case 4: case 5: case 6:
3456 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3457 if (!one_in_(6)) break;
3458 case 7: case 8: case 9: case 18:
3459 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3460 if (!one_in_(6)) break;
3461 case 10: case 11: case 12:
3462 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3463 lose_exp(p_ptr->exp / 16);
3464 if (!one_in_(6)) break;
3465 case 13: case 14: case 15: case 19: case 20:
3466 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3472 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3473 if (p_ptr->free_act)
3474 set_paralyzed(p_ptr->paralyzed + randint1(3));
3476 set_paralyzed(p_ptr->paralyzed + randint1(13));
3479 if (!one_in_(6)) break;
3480 case 21: case 22: case 23:
3481 (void)do_dec_stat(randint0(6));
3482 if (!one_in_(6)) break;
3484 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3486 if (!one_in_(6)) break;
3489 * Only summon Cyberdemons deep in the dungeon.
3491 if ((dun_level > 65) && !stop_ty)
3493 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3497 if (!one_in_(6)) break;
3503 (void)do_dec_stat(i);
3511 while (one_in_(3) && !stop_ty);
3517 * @brief HI_SUMMON(上級召喚)処理発動
3520 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
3521 * @return 作用が実際にあった場合TRUEを返す
3523 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3528 BIT_FLAGS mode = PM_ALLOW_GROUP;
3535 mode |= PM_FORCE_FRIENDLY;
3539 mode |= PM_FORCE_PET;
3544 if (!pet) mode |= PM_NO_PET;
3546 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3548 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3550 switch (randint1(25) + (dun_level / 20))
3553 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3556 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3559 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3562 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3565 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3568 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3571 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3574 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3578 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3582 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3585 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3586 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3589 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3590 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3593 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3596 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3597 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3606 * @brief サイバーデーモンの召喚
3607 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3610 * @return 作用が実際にあった場合TRUEを返す
3612 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3615 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3617 BIT_FLAGS mode = PM_ALLOW_GROUP;
3619 /* Summoned by a monster */
3622 monster_type *m_ptr = &m_list[who];
3623 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3626 if (max_cyber > 4) max_cyber = 4;
3628 for (i = 0; i < max_cyber; i++)
3630 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3637 * @brief 周辺破壊効果(プレイヤー中心)
3638 * @return 作用が実際にあった場合TRUEを返す
3640 void wall_breaker(void)
3643 POSITION y = 0, x = 0;
3644 int attempts = 1000;
3646 if (randint1(80 + p_ptr->lev) < 70)
3650 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3652 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3654 if (!player_bold(y, x)) break;
3657 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3658 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3660 else if (randint1(100) > 30)
3662 earthquake(p_ptr->y, p_ptr->x, 1);
3666 int num = damroll(5, 3);
3668 for (i = 0; i < num; i++)
3672 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3674 if (!player_bold(y, x)) break;
3677 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3678 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3685 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3687 * @return 作用が実際にあった場合TRUEを返す
3689 bool confuse_monsters(HIT_POINT dam)
3691 return (project_all_los(GF_OLD_CONF, dam));
3696 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3698 * @return 作用が実際にあった場合TRUEを返す
3700 bool charm_monsters(HIT_POINT dam)
3702 return (project_all_los(GF_CHARM, dam));
3707 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3709 * @return 作用が実際にあった場合TRUEを返す
3711 bool charm_animals(HIT_POINT dam)
3713 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3718 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3720 * @return 作用が実際にあった場合TRUEを返す
3722 bool stun_monsters(HIT_POINT dam)
3724 return (project_all_los(GF_STUN, dam));
3729 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3731 * @return 作用が実際にあった場合TRUEを返す
3733 bool stasis_monsters(HIT_POINT dam)
3735 return (project_all_los(GF_STASIS, dam));
3740 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3742 * @return 作用が実際にあった場合TRUEを返す
3744 bool mindblast_monsters(HIT_POINT dam)
3746 return (project_all_los(GF_PSI, dam));
3751 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3752 * @param dist 効力(距離)
3753 * @return 作用が実際にあった場合TRUEを返す
3755 bool banish_monsters(int dist)
3757 return (project_all_los(GF_AWAY_ALL, dist));
3762 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3764 * @return 作用が実際にあった場合TRUEを返す
3766 bool turn_evil(HIT_POINT dam)
3768 return (project_all_los(GF_TURN_EVIL, dam));
3773 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3775 * @return 作用が実際にあった場合TRUEを返す
3777 bool turn_monsters(HIT_POINT dam)
3779 return (project_all_los(GF_TURN_ALL, dam));
3784 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3785 * @return 作用が実際にあった場合TRUEを返す
3787 bool deathray_monsters(void)
3789 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3793 * @brief チャーム・モンスター(1体)
3794 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3796 * @return 作用が実際にあった場合TRUEを返す
3798 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3800 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3801 return (project_hook(GF_CHARM, dir, plev, flg));
3805 * @brief アンデッド支配(1体)
3806 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3808 * @return 作用が実際にあった場合TRUEを返す
3810 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3812 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3813 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3818 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3820 * @return 作用が実際にあった場合TRUEを返す
3822 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3824 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3825 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3830 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3832 * @return 作用が実際にあった場合TRUEを返す
3834 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3836 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3837 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3843 * @param success 判定成功上の処理ならばTRUE
3844 * @return 作用が実際にあった場合TRUEを返す
3846 bool kawarimi(bool success)
3849 object_type *q_ptr = &forge;
3852 if (p_ptr->is_dead) return FALSE;
3853 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3854 if (randint0(200) < p_ptr->stun) return FALSE;
3856 if (!success && one_in_(3))
3858 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3859 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3860 p_ptr->redraw |= (PR_STATUS);
3867 teleport_player(10 + randint1(90), 0L);
3869 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3871 q_ptr->pval = MON_NINJA;
3872 (void)drop_near(q_ptr, -1, y, x);
3874 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3875 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3877 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3878 p_ptr->redraw |= (PR_STATUS);
3886 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3887 * @param mdeath 目標モンスターが死亡したかを返す
3888 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3890 bool rush_attack(bool *mdeath)
3897 bool tmp_mdeath = FALSE;
3900 if (mdeath) *mdeath = FALSE;
3903 if (!get_aim_dir(&dir)) return FALSE;
3905 /* Use the given direction */
3906 tx = p_ptr->x + project_length * ddx[dir];
3907 ty = p_ptr->y + project_length * ddy[dir];
3909 /* Hack -- Use an actual "target" */
3910 if ((dir == 5) && target_okay())
3916 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3918 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3921 /* No need to move */
3922 if (!path_n) return TRUE;
3924 /* Use ty and tx as to-move point */
3928 /* Project along the path */
3929 for (i = 0; i < path_n; i++)
3931 monster_type *m_ptr;
3933 int ny = GRID_Y(path_g[i]);
3934 int nx = GRID_X(path_g[i]);
3936 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3941 /* Go to next grid */
3945 if (!cave[ny][nx].m_idx)
3949 msg_print(_("失敗!", "Failed!"));
3953 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3960 /* Move player before updating the monster */
3961 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3962 update_monster(cave[ny][nx].m_idx, TRUE);
3964 /* Found a monster */
3965 m_ptr = &m_list[cave[ny][nx].m_idx];
3967 if (tm_idx != cave[ny][nx].m_idx)
3970 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3972 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3975 else if (!player_bold(ty, tx))
3977 /* Hold the monster name */
3978 GAME_TEXT m_name[MAX_NLEN];
3980 /* Get the monster name (BEFORE polymorphing) */
3981 monster_desc(m_name, m_ptr, 0);
3982 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3985 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3987 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3992 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3994 if (mdeath) *mdeath = tmp_mdeath;
4000 * @brief 全鏡の消去 / Remove all mirrors in this floor
4001 * @param explode 爆発処理を伴うならばTRUE
4004 void remove_all_mirrors(bool explode)
4008 for (x = 0; x < cur_wid; x++)
4010 for (y = 0; y < cur_hgt; y++)
4012 if (is_mirror_grid(&cave[y][x]))
4014 remove_mirror(y, x);
4016 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4017 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4024 * @brief 『一つの指輪』の効果処理 /
4025 * Hack -- activate the ring of power
4026 * @param dir 発動の方向ID
4029 void ring_of_power(DIRECTION dir)
4031 /* Pick a random effect */
4032 switch (randint1(10))
4037 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
4040 /* Decrease all stats (permanently) */
4041 (void)dec_stat(A_STR, 50, TRUE);
4042 (void)dec_stat(A_INT, 50, TRUE);
4043 (void)dec_stat(A_WIS, 50, TRUE);
4044 (void)dec_stat(A_DEX, 50, TRUE);
4045 (void)dec_stat(A_CON, 50, TRUE);
4046 (void)dec_stat(A_CHR, 50, TRUE);
4048 /* Lose some experience (permanently) */
4049 p_ptr->exp -= (p_ptr->exp / 4);
4050 p_ptr->max_exp -= (p_ptr->exp / 4);
4058 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
4060 /* Dispel monsters */
4061 dispel_monsters(1000);
4071 fire_ball(GF_MANA, dir, 600, 3);
4082 fire_bolt(GF_MANA, dir, 500);
4090 * @brief 運命の輪、並びにカオス的な効果の発動
4091 * @param spell ランダムな効果を選択するための基準ID
4094 void wild_magic(int spell)
4097 int type = SUMMON_MOLD + randint0(6);
4099 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4100 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4102 switch (randint1(spell) + randint1(8) + 1)
4107 teleport_player(10, TELEPORT_PASSIVE);
4112 teleport_player(100, TELEPORT_PASSIVE);
4116 teleport_player(200, TELEPORT_PASSIVE);
4126 lite_area(damroll(2, 3), 2);
4129 destroy_doors_touch();
4134 sleep_monsters_touch();
4138 trap_creation(p_ptr->y, p_ptr->x);
4147 aggravate_monsters(0);
4150 earthquake(p_ptr->y, p_ptr->x, 5);
4154 (void)gain_random_mutation(0);
4158 apply_disenchant(1);
4164 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4171 while (counter++ < 8)
4173 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4178 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4181 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4186 (void)activate_ty_curse(FALSE, &count);
4195 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
4196 * / Drop 10+1d10 meteor ball at random places near the player
4201 void cast_meteor(HIT_POINT dam, POSITION rad)
4204 int b = 10 + randint1(10);
4206 for (i = 0; i < b; i++)
4208 POSITION y = 0, x = 0;
4211 for (count = 0; count <= 20; count++)
4215 x = p_ptr->x - 8 + randint0(17);
4216 y = p_ptr->y - 8 + randint0(17);
4218 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4219 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4221 /* Approximate distance */
4222 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4224 if (d >= 9) continue;
4226 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4227 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4229 /* Valid position */
4233 if (count > 20) continue;
4235 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4241 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
4244 * @return ターゲットを指定し、実行したならばTRUEを返す。
4246 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4248 POSITION x, y, tx, ty;
4252 int b = 10 + randint1(10);
4254 if (!get_aim_dir(&dir)) return FALSE;
4256 /* Use the given direction */
4257 tx = p_ptr->x + 99 * ddx[dir];
4258 ty = p_ptr->y + 99 * ddy[dir];
4260 /* Hack -- Use an actual "target" */
4261 if ((dir == 5) && target_okay())
4272 /* Hack -- Stop at the target */
4273 if ((y == ty) && (x == tx)) break;
4277 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4279 /* Stop at maximum range */
4280 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4282 /* Stopped by walls/doors */
4283 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4285 /* Stopped by monsters */
4286 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4288 /* Save the new location */
4295 for (i = 0; i < b; i++)
4297 int count = 20, d = 0;
4303 x = tx - 5 + randint0(11);
4304 y = ty - 5 + randint0(11);
4306 dx = (tx > x) ? (tx - x) : (x - tx);
4307 dy = (ty > y) ? (ty - y) : (y - ty);
4309 /* Approximate distance */
4310 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4311 /* Within the radius */
4315 if (count < 0) continue;
4317 /* Cannot penetrate perm walls */
4318 if (!in_bounds(y, x) ||
4319 cave_stop_disintegration(y, x) ||
4320 !in_disintegration_range(ty, tx, y, x))
4323 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4330 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4334 * This spell should become more useful (more controlled) as the\n
4335 * player gains experience levels. Thus, add 1/5 of the player's\n
4336 * level to the die roll. This eliminates the worst effects later on,\n
4337 * while keeping the results quite random. It also allows some potent\n
4338 * effects only at high level.
4340 void cast_wonder(DIRECTION dir)
4342 PLAYER_LEVEL plev = p_ptr->lev;
4343 int die = randint1(100) + plev / 5;
4344 int vir = virtue_number(V_CHANCE);
4348 if (p_ptr->virtues[vir - 1] > 0)
4350 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4354 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4359 chg_virtue(V_CHANCE, 1);
4363 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4366 if (die < 8) clone_monster(dir);
4367 else if (die < 14) speed_monster(dir, plev);
4368 else if (die < 26) heal_monster(dir, damroll(4, 6));
4369 else if (die < 31) poly_monster(dir, plev);
4371 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4372 damroll(3 + ((plev - 1) / 5), 4));
4373 else if (die < 41) confuse_monster(dir, plev);
4374 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4375 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4377 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4378 damroll(3 + ((plev - 5) / 4), 8));
4380 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4381 damroll(5 + ((plev - 5) / 4), 8));
4383 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4384 damroll(6 + ((plev - 5) / 4), 8));
4386 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4387 damroll(8 + ((plev - 5) / 4), 8));
4388 else if (die < 76) hypodynamic_bolt(dir, 75);
4389 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4390 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4391 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4392 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4393 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4396 earthquake(p_ptr->y, p_ptr->x, 12);
4400 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4404 symbol_genocide(plev + 50, TRUE);
4406 else if (die < 110) dispel_monsters(120);
4409 dispel_monsters(150);
4410 slow_monsters(plev);
4411 sleep_monsters(plev);
4418 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4422 void cast_invoke_spirits(DIRECTION dir)
4424 PLAYER_LEVEL plev = p_ptr->lev;
4425 int die = randint1(100) + plev / 5;
4426 int vir = virtue_number(V_CHANCE);
4430 if (p_ptr->virtues[vir - 1] > 0)
4432 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4436 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4440 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
4442 chg_virtue(V_CHANCE, 1);
4446 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
4451 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
4452 "Oh no! Mouldering forms rise from the earth around you!"));
4454 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4455 chg_virtue(V_UNLIFE, 1);
4459 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
4461 set_afraid(p_ptr->afraid + randint1(4) + 4);
4465 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
4466 "Your head is invaded by a horde of gibbering spectral voices..."));
4468 set_confused(p_ptr->confused + randint1(4) + 4);
4472 poly_monster(dir, plev);
4476 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4477 damroll(3 + ((plev - 1) / 5), 4));
4481 confuse_monster(dir, plev);
4485 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4489 (void)lite_line(dir, damroll(6, 8));
4493 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4494 damroll(3 + ((plev - 5) / 4), 8));
4498 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4499 damroll(5 + ((plev - 5) / 4), 8));
4503 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4504 damroll(6 + ((plev - 5) / 4), 8));
4508 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4509 damroll(8 + ((plev - 5) / 4), 8));
4513 hypodynamic_bolt(dir, 75);
4517 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4521 fire_ball(GF_ACID, dir, 40 + plev, 2);
4525 fire_ball(GF_ICE, dir, 70 + plev, 3);
4529 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4533 hypodynamic_bolt(dir, 100 + plev);
4537 earthquake(p_ptr->y, p_ptr->x, 12);
4541 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4545 symbol_genocide(plev + 50, TRUE);
4549 dispel_monsters(120);
4553 dispel_monsters(150);
4554 slow_monsters(plev);
4555 sleep_monsters(plev);
4561 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
4562 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4567 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
4570 void cast_shuffle(void)
4572 PLAYER_LEVEL plev = p_ptr->lev;
4575 int vir = virtue_number(V_CHANCE);
4578 /* Card sharks and high mages get a level bonus */
4579 if ((p_ptr->pclass == CLASS_ROGUE) ||
4580 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4581 (p_ptr->pclass == CLASS_SORCERER))
4582 die = (randint1(110)) + plev / 5;
4584 die = randint1(120);
4589 if (p_ptr->virtues[vir - 1] > 0)
4591 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4595 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4599 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
4602 chg_virtue(V_CHANCE, 1);
4606 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4608 for (i = 0; i < randint1(3); i++)
4609 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4613 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4614 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4619 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4620 activate_ty_curse(FALSE, &count);
4624 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4625 aggravate_monsters(0);
4629 msg_print(_("《愚者》だ。", "It's the Fool."));
4635 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4636 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4640 msg_print(_("《月》だ。", "It's the Moon."));
4645 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4646 wild_magic(randint0(32));
4650 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4651 teleport_player(10, TELEPORT_PASSIVE);
4655 msg_print(_("《正義》だ。", "It's Justice."));
4656 set_blessed(p_ptr->lev, FALSE);
4660 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4661 teleport_player(100, TELEPORT_PASSIVE);
4665 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4666 teleport_player(200, TELEPORT_PASSIVE);
4670 msg_print(_("《塔》だ。", "It's the Tower."));
4675 msg_print(_("《節制》だ。", "It's Temperance."));
4676 sleep_monsters_touch();
4680 msg_print(_("《塔》だ。", "It's the Tower."));
4682 earthquake(p_ptr->y, p_ptr->x, 5);
4686 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4687 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4691 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4692 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4696 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4697 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4701 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4702 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4706 msg_print(_("《恋人》だ。", "It's the Lovers."));
4708 if (get_aim_dir(&dir))
4709 charm_monster(dir, MIN(p_ptr->lev, 20));
4713 msg_print(_("《隠者》だ。", "It's the Hermit."));
4718 msg_print(_("《審判》だ。", "It's the Judgement."));
4719 do_cmd_rerate(FALSE);
4720 lose_all_mutations();
4724 msg_print(_("《太陽》だ。", "It's the Sun."));
4725 chg_virtue(V_KNOWLEDGE, 1);
4726 chg_virtue(V_ENLIGHTEN, 1);
4731 msg_print(_("《世界》だ。", "It's the World."));
4732 if (p_ptr->exp < PY_MAX_EXP)
4734 s32b ee = (p_ptr->exp / 25) + 1;
4735 if (ee > 5000) ee = 5000;
4736 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4742 bool_hack life_stream(bool_hack message, bool_hack virtue)
4746 chg_virtue(V_VITALITY, 1);
4747 chg_virtue(V_UNLIFE, -5);
4751 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4754 (void)set_poisoned(0);
4756 (void)set_confused(0);
4760 (void)restore_all_status();
4761 (void)set_shero(0, TRUE);
4768 bool_hack heroism(int base)
4770 bool_hack ident = FALSE;
4771 if(set_afraid(0)) ident = TRUE;
4772 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4773 if(hp_player(10)) ident = TRUE;
4777 bool_hack berserk(int base)
4779 bool_hack ident = FALSE;
4780 if (set_afraid(0)) ident = TRUE;
4781 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4782 if (hp_player(30)) ident = TRUE;
4786 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4788 bool_hack ident = FALSE;
4789 if (hp_player(damroll(dice, sides))) ident = TRUE;
4790 if (set_blind(0)) ident = TRUE;
4791 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4792 if (set_shero(0, TRUE)) ident = TRUE;
4796 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4798 bool_hack ident = FALSE;
4799 if (hp_player(damroll(dice, sides))) ident = TRUE;
4800 if (set_blind(0)) ident = TRUE;
4801 if (set_confused(0)) ident = TRUE;
4802 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4803 if (set_shero(0, TRUE)) ident = TRUE;
4807 bool_hack cure_critical_wounds(HIT_POINT pow)
4809 bool_hack ident = FALSE;
4810 if (hp_player(pow)) ident = TRUE;
4811 if (set_blind(0)) ident = TRUE;
4812 if (set_confused(0)) ident = TRUE;
4813 if (set_poisoned(0)) ident = TRUE;
4814 if (set_stun(0)) ident = TRUE;
4815 if (set_cut(0)) ident = TRUE;
4816 if (set_shero(0, TRUE)) ident = TRUE;
4820 bool_hack true_healing(HIT_POINT pow)
4822 bool_hack ident = FALSE;
4823 if (hp_player(pow)) ident = TRUE;
4824 if (set_blind(0)) ident = TRUE;
4825 if (set_confused(0)) ident = TRUE;
4826 if (set_poisoned(0)) ident = TRUE;
4827 if (set_stun(0)) ident = TRUE;
4828 if (set_cut(0)) ident = TRUE;
4829 if (set_image(0)) ident = TRUE;
4833 bool_hack restore_mana(bool_hack magic_eater)
4835 bool_hack ident = FALSE;
4837 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4840 for (i = 0; i < EATER_EXT * 2; i++)
4842 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4843 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4845 for (; i < EATER_EXT * 3; i++)
4847 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4848 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4849 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4851 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4852 p_ptr->window |= (PW_PLAYER);
4855 else if (p_ptr->csp < p_ptr->msp)
4857 p_ptr->csp = p_ptr->msp;
4858 p_ptr->csp_frac = 0;
4859 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4860 p_ptr->redraw |= (PR_MANA);
4861 p_ptr->window |= (PW_PLAYER);
4862 p_ptr->window |= (PW_SPELL);
4869 bool restore_all_status(void)
4872 if (do_res_stat(A_STR)) ident = TRUE;
4873 if (do_res_stat(A_INT)) ident = TRUE;
4874 if (do_res_stat(A_WIS)) ident = TRUE;
4875 if (do_res_stat(A_DEX)) ident = TRUE;
4876 if (do_res_stat(A_CON)) ident = TRUE;
4877 if (do_res_stat(A_CHR)) ident = TRUE;
4882 * @brief 口を使う継続的な処理を中断する
4885 void stop_mouth(void)
4887 if (music_singing_any()) stop_singing();
4888 if (hex_spelling_any()) stop_hex_spell_all();
4892 bool_hack vampirism(void)
4899 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4901 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4905 /* Only works on adjacent monsters */
4906 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4907 y = p_ptr->y + ddy[dir];
4908 x = p_ptr->x + ddx[dir];
4909 c_ptr = &cave[y][x];
4913 if (!(c_ptr->m_idx))
4915 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4919 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4921 dummy = p_ptr->lev * 2;
4923 if (hypodynamic_bolt(dir, dummy))
4925 if (p_ptr->food < PY_FOOD_FULL)
4926 /* No heal if we are "full" */
4927 (void)hp_player(dummy);
4929 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4931 /* Gain nutritional sustenance: 150/hp drained */
4932 /* A Food ration gives 5000 food points (by contrast) */
4933 /* Don't ever get more than "Full" this way */
4934 /* But if we ARE Gorged, it won't cure us */
4935 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4936 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4937 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4940 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4944 bool panic_hit(void)
4949 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4950 y = p_ptr->y + ddy[dir];
4951 x = p_ptr->x + ddx[dir];
4952 if (cave[y][x].m_idx)
4955 if (randint0(p_ptr->skill_dis) < 7)
4956 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4958 teleport_player(30, 0L);
4963 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4971 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4974 * currently this function allows pseudo-id of any object,
4975 * including silly ones like potions & scrolls, which always
4976 * get '{average}'. This should be changed, either to stop such
4977 * items from being pseudo-id'd, or to allow psychometry to
4978 * detect whether the unidentified potion/scroll/etc is
4979 * good (Cure Light Wounds, Restore Strength, etc) or
4980 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4982 bool psychometry(void)
4986 GAME_TEXT o_name[MAX_NLEN];
4991 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4992 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4994 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4995 if (!o_ptr) return (FALSE);
4997 /* It is fully known, no information needed */
4998 if (object_is_known(o_ptr))
5000 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5004 /* Check for a feeling */
5005 feel = value_check_aux1(o_ptr);
5007 /* Get an object description */
5008 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5010 /* Skip non-feelings */
5013 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
5018 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5020 msg_format("You feel that the %s %s %s...",
5021 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5025 /* We have "felt" it */
5026 o_ptr->ident |= (IDENT_SENSE);
5029 o_ptr->feeling = feel;
5031 /* Player touches it */
5032 o_ptr->marked |= OM_TOUCHED;
5034 /* Combine / Reorder the pack (later) */
5035 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5037 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5039 /* Valid "tval" codes */
5040 switch (o_ptr->tval)
5068 /* Auto-inscription/destroy */
5069 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5071 /* Something happened */